Marvel vs Capcom 2/Akuma: Difference between revisions

From SuperCombo Wiki
m (updating some image links)
m (Did the wrong edit on the wrong super my fault)
 
(15 intermediate revisions by 4 users not shown)
Line 11: Line 11:
{{ProConTable
{{ProConTable
|pros=
|pros=
* Very nice offensive toolkit- plenty of fast and powerful moves
* '''Very nice offensive toolkit'''- plenty of fast and powerful moves, although they lack range outside the projectiles
* Stubby but quick normals
* '''Very damaging Level 3 super'''- the Raging Demon does a lot of damage when you can land it
* Very damaging Level 3 super- the Raging Demon does a lot of damage when you can land it
* '''Five super moves total''', all of them allowing for some big damage
* Five super moves, all of them allowing for some big damage
* '''Above average mobility'''- good wavedash, as well as a quick teleport and a divekick give him some ways to stay slippery
* Good wavedash, as well as a quick teleport and a divekick makes for above-average mobility
* His Zankuu Hadoken (air fireball) is great at harassing your opponent from the air, as well as evading attacks
|cons=
|cons=
* Terrible defense- he takes more damage from attacks than most of the cast, so he must be careful to avoid getting hit
* '''Terrible defense'''- he takes significantly more damage from attacks than most of the cast does, so you'd best not let him get combo'd
* Overall lacks range on his attacks- his normals are a bit stubby, so he has to use his projectiles and mobility to compensate
* '''Overall lacks range on his attacks'''- his normals are pretty stubby, so he has to use his projectiles and mobility to compensate
* Struggles against strong zoning. Not completely helpless against it, but his options for evading it are kind of limited
* '''Struggles against strong zoning.''' Not completely helpless against it, but his options for evading it are kind of limited.
* Sort of like Magneto in that he has to play aggressively to win- he can't turtle very well
* '''Needs to remain on offense to have a chance at winning'''- he can't turtle very well
* Raging Demon is quite slow to come out, even though it hurts when it hits
* Raging Demon is quite slow to come out, even though it hurts when it hits
}}
}}
Line 44: Line 42:
*{{qcb}} + {{lk}} / {{hk}} ({{airok}})
*{{qcb}} + {{lk}} / {{hk}} ({{airok}})
;Tenma Kyuujin Kyaku (Divekick)
;Tenma Kyuujin Kyaku (Divekick)
*{{qcb}} + {{lk}} / {{hk}} ({{aironly}})
*{{qcf}} + {{lk}} / {{hk}} ({{aironly}})
;Jigoku Guruma (Command Throw)
;Jigoku Guruma (Command Throw)
*{{hcb}} + {{hk}} (close)
*{{hcb}} + {{hk}} (close)
;Ashura Senkuu (Teleport)
*{{dp}} or {{rdp}} + {{lp}} + {{hp}} or {{lk}} +{{hk}}
}}
}}
|content2=
|content2=
Line 90: Line 90:
|name= Light Punch
|name= Light Punch
|linkname= 5LP
|linkname= 5LP
|input= 5LP / s.LP
|input= 5LP // {{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 114: Line 114:
|name= Medium Punch
|name= Medium Punch
|linkname= 5MP
|linkname= 5MP
|input= 5MP / s.MP
|input= 5MP // {{mp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 136: Line 136:
|name= Heavy Punch
|name= Heavy Punch
|linkname= 5HP
|linkname= 5HP
|input= 5HP / s.HP
|input= 5HP // {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 158: Line 158:
|name= Light Kick
|name= Light Kick
|linkname= 5LK
|linkname= 5LK
|input= 5LK / s.LK
|input= 5LK // {{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 177: Line 177:
   {{MoveData
   {{MoveData
|image= MVC2 Akuma 5MK.png
|image= MVC2 Akuma 5MK.png
|image= MVC2 Akuma 5MK 2.png
|image2= MVC2 Akuma 5MK 2.png
|caption= Kick
|caption= Kick
|name= Heavy Kick
|name= Heavy Kick
|linkname= 5HK
|linkname= 5HK
|input= 5MK / s.MK
|input= 5MK // {{mk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 203: Line 203:
|name= Heavy Kick
|name= Heavy Kick
|linkname= 5HK
|linkname= 5HK
|input= 5HK / s.HK
|input= 5HK // {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 225: Line 225:
|name= Crouching Light Punch
|name= Crouching Light Punch
|linkname= 2LP
|linkname= 2LP
|input= 2LP / cr.LP
|input= 2LP // {{d}} + {{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 247: Line 247:
|name= Crouching Medium Punch
|name= Crouching Medium Punch
|linkname= 2MP
|linkname= 2MP
|input= 2MP / cr.MP
|input= 2MP // {{d}} + {{mp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 269: Line 269:
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
|linkname= 2HP
|linkname= 2HP
|input= 2HP / cr.HP
|input= 2HP // {{d}} + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 291: Line 291:
|name= Crouching Light Kick
|name= Crouching Light Kick
|linkname= 2LP
|linkname= 2LP
|input= 2LP / cr.LP
|input= 2LK // {{d}} + {{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 313: Line 313:
|name= Crouching Medium Kick
|name= Crouching Medium Kick
|linkname= 2LP
|linkname= 2LP
|input= 2LP / cr.LP
|input= 2MK // {{d}} + {{mk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 336: Line 336:
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
|linkname= 2HK
|linkname= 2HK
|input= 2HK / cr.HK
|input= 2HK // {{d}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 359: Line 359:
|name= Air Light Punch
|name= Air Light Punch
|linkname= j.LP
|linkname= j.LP
|input= jump+{{lp}}
|input= j.LP // Jump + {{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 383: Line 383:
|name= Air Medium Punch
|name= Air Medium Punch
|linkname= j.mp
|linkname= j.mp
|input= Jump+{{mp}}
|input= j.MP // Jump + {{mp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 405: Line 405:
|name= Air Heavy Punch
|name= Air Heavy Punch
|linkname= j.HP
|linkname= j.HP
|input= Jump+{{hp}}
|input= j.HP // Jump + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 427: Line 427:
|name= Air Light Kick
|name= Air Light Kick
|linkname= j.HK
|linkname= j.HK
|input= Jump+{{lk}}
|input= j.LK // Jump + {{lk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 449: Line 449:
|name= Air Medium Kick
|name= Air Medium Kick
|linkname= j.MK
|linkname= j.MK
|input= Jump+{{mk}}
|input= j.MK // Jump + {{mk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 471: Line 471:
|name= Air Heavy Kick
|name= Air Heavy Kick
|linkname= j.HK
|linkname= j.HK
|input= Jump+{{hk}}
|input= j.HK // Jump + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 491: Line 491:
{{MoveData
{{MoveData
|image= MVC2 Akuma 6HP.png
|image= MVC2 Akuma 6HP.png
|image= MVC2 Akuma 6HP 2.png
|image2= MVC2 Akuma 6HP 2.png
|caption= Karate chop
|caption= Karate chop
|name= Forward Heavy Punch
|name= Forward Heavy Punch
Line 517: Line 517:
|name= Forward Heavy Kick
|name= Forward Heavy Kick
|linkname= 6HK
|linkname= 6HK
|input= 6HK /{{f}}+{{hk}}
|input= 6HK // {{f}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 540: Line 540:
|name= Air Up Medium Kick
|name= Air Up Medium Kick
|linkname= j.8MK
|linkname= j.8MK
|input= j.8MK / jump + {{u}}+{{mk}}
|input= j.8MK // Jump + {{u}} + {{mk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 564: Line 564:
|name= Air Up Heavy Kick
|name= Air Up Heavy Kick
|linkname= j.8HK
|linkname= j.8HK
|input= j.8HK / jump + {{u}}+{{hk}}
|input= j.8HK // Jump + {{u}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 588: Line 588:
|name= Launcher
|name= Launcher
|linkname= Launcher
|linkname= Launcher
|input= 3HK / {{df}}+{{hp}}
|input= 3HP // {{df}} + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 609: Line 609:
|image= MVC2 Akuma Gohadoken 01.png
|image= MVC2 Akuma Gohadoken 01.png
|image2= MVC2 Akuma Gohadoken 02.png
|image2= MVC2 Akuma Gohadoken 02.png
|imageSize2= 100x100px
|caption2= It's not that color in-game, but the hitbox is the same
|caption2= It's not that color in-game, but the hitbox is the same
|name= Gohadoken
|name= Gohadoken
|linkname= Gohadouken
|linkname= Gohadouken
|input= 236 + P // QCF+P // {{qcf}}+{{p}}
|input= 236 + P // QCF+P // {{qcf}} + {{p}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 632: Line 633:
|image= MVC2 Akuma Zankuu Hadoken 01.png
|image= MVC2 Akuma Zankuu Hadoken 01.png
|image2= MVC2 Akuma Zankuu Hadoken 02.png
|image2= MVC2 Akuma Zankuu Hadoken 02.png
|imageSize2= 100x100px
|caption=
|caption=
|name= Zankuu Hadoken
|name= Zankuu Hadoken
|linkname= Zankuu Hadoken
|linkname= Zankuu Hadoken
|input= 236 + P // QCF+P // {{qcf}}+{{p}}
|input= 236 + P // QCF+P // {{qcf}} + {{p}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 657: Line 659:
|image3= MVC2 Akuma Goshoryuken 03.png
|image3= MVC2 Akuma Goshoryuken 03.png
|image4= MVC2 Akuma Goshoryuken 04.png
|image4= MVC2 Akuma Goshoryuken 04.png
|caption4= This move has odd hitboxes
|caption4= Makes you invincible, like a SRK should do
|name= Goshoryuken
|name= Goshoryuken
|linkname= Goshoryuken
|linkname= Goshoryuken
|input= 623 + P // F,D,DF+P // {{dp}}+{{p}}
|input= 623 + P // F,D,DF+P // {{dp}} + {{p}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 682: Line 684:
|image3= MVC2 Akuma Tatsumaki Zankuu Kyaku 03.png
|image3= MVC2 Akuma Tatsumaki Zankuu Kyaku 03.png
|image4= MVC2 Akuma Tatsumaki Zankuu Kyaku 04.png
|image4= MVC2 Akuma Tatsumaki Zankuu Kyaku 04.png
|caption4= Not as good as it is in SFA3, but not bad.
|caption4= Pretty good.
|name= Tatsumaki Zankuu Kyaku
|name= Tatsumaki Zankuu Kyaku
|linkname= Tatsumaki Zankuu Kyaku
|linkname= Tatsumaki Zankuu Kyaku
|input= 214 + K // {{qcf}}+{{p}}
|input= 214 + K // {{qcb}} + {{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 704: Line 706:
   {{MoveData
   {{MoveData
|image= MVC2 Akuma Tenma Kuujin Kyaku 01.png
|image= MVC2 Akuma Tenma Kuujin Kyaku 01.png
|caption= Makes you fall very quickly- can be handy
|caption= Makes you fall very quickly
|name= Tenma Kuujin Kyaku
|name= Tenma Kuujin Kyaku
|linkname= Divekick
|linkname= Divekick
|input= 214 + K // {{qcb}}+{{k}}
|input= 236 + K // {{qcf}} + {{k}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 726: Line 728:
{{MoveData
{{MoveData
|image=  
|image=  
|caption=
|caption=Uses his grab hitbox, but doesn't have a whiff animation
|name= Jigoku Guruma
|name= Jigoku Guruma
|linkname= Jigoku Guruma (command throw)
|linkname= Jigoku Guruma (command throw)
|input= 63214 + HK // {{hcb}}+{{hk}}
|input= 63214 + HK // {{hcb}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= 16
  |Damage= 16
  |Startup=  
  |Startup=
  |Active=  
  |Active=  
  |Recovery=  
  |Recovery=
  |Guard= N/A
  |Guard= N/A
  |Special Property=  
  |Special Property=  
Line 745: Line 747:
  }}
  }}
  }}<br>
  }}<br>


=== Hyper Combos ===
=== Hyper Combos ===
Line 751: Line 752:
{{MoveData
{{MoveData
|image= MVC2 Akuma Messatsu Gou Shouryuu 01.png
|image= MVC2 Akuma Messatsu Gou Shouryuu 01.png
|image2=  
|image2= MVC2 Akuma Messatsu Gou Shouryuu 02.png
|caption= Akuma's version of the Shoryu Reppa
|image3= MVC2 Akuma Messatsu Gou Shouryuu 03.png
|image4= MVC2 Akuma Messatsu Gou Shouryuu 04.png
|caption4= Akuma's version of the Shoryu Reppa
|name= Messatsu Gou Shouryuu
|name= Messatsu Gou Shouryuu
|linkname=   
|linkname=   
|input= 236 + PP // {{qcf}}+{{lp}}+{{hp}}
|input= 236 + PP // {{qcf}} + {{lp}} + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 768: Line 771:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Good ender for ground combos
  |description=
  }}
  }}
  }}<br>
  }}<br>
   
   
  {{MoveData
  {{MoveData
|image=  
|image= MVC2 Akuma Messatsu Gou Hadou 01.png
|caption= Akuma's beam super
|image2= MVC2 Akuma Messatsu Gou Hadou 02.png
|image3= MVC2 Akuma Messatsu Gou Hadou 03.png
|image4= MVC2 Akuma Messatsu Gou Hadou 04.png
|imageSize3= 100x100px
|imageSize4= 100x100px
|caption3= This is the beam hitbox- it's a bunch of these that overlap
|caption4= Hitbox closest to his hands- not optimal
|name= Messatsu Gou Hadou
|name= Messatsu Gou Hadou
|linkname=   
|linkname=   
|input= 214 + PP // {{qcb}}+{{lp}}+{{hp}}
|input= 214 + PP // {{qcb}} + {{lp}} + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 790: Line 799:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Difficult to combo into, so better used to punish an opponent's mistakes
  |description= Slow startup, but great range.
  }}
  }}
  }}<br>
  }}<br>
   
   
{{MoveData
{{MoveData
|image=  
|image= MVC2 Akuma Messatsu Gou Rasen 01.png
|caption= Sort of like Ken's Shinryuken or Doom's Sphere Flame, but it's a rising spinkick instead
|image2= MVC2 Akuma Messatsu Gou Rasen 02.png
|image3= MVC2 Akuma Messatsu Gou Rasen 03.png
|image4= MVC2 Akuma Messatsu Gou Rasen 04.png
|caption4= Rising blender kick- Shinryuken with kicks instead of a punch
|name= Messatsu Gou Rasen
|name= Messatsu Gou Rasen
|linkname=   
|linkname=   
|input= 214 + KK // {{qcb}}+{{lk}}+{{hk}}
|input= 214 + KK // {{qcb}} + {{lk}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 817: Line 829:


{{MoveData
{{MoveData
|image=  
|image= MVC2 Akuma Tenma Gou Zankuu 01.png
|caption=  
|image2= MVC2 Akuma Zankuu Hadoken 01.png
|image3= MVC2 Akuma Zankuu Hadoken 02.png
|imageSize3= 100x100px
|caption3= Made up of lots of these.
|name= Tenma Gou Zankuu
|name= Tenma Gou Zankuu
|linkname=   
|linkname=   
|input= 236 + PP // {{qcb}}+{{lp}}+{{hp}}
|input= 236 + PP // {{qcb}} + {{lp}} + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 834: Line 849:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Useful to end air combos with
  |description= Useful as a combo ender- you can land it after a Tatsu or after an air combo, for example
  }}
  }}
  }}<br>
  }}<br>
Line 840: Line 855:
   
   
  {{MoveData
  {{MoveData
|image=  
|image= MVC2 Akuma Shun Goku Satsu 01.png
|caption= I still have more!
|caption= I still have more!
|name= Shun Goku Satsu (Raging Demon)
|name= Shun Goku Satsu (Raging Demon)
Line 857: Line 872:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Slow to come out, but does very nice damage if you hit.
  |description= Slow to come out, but does very nice damage if you hit.<br>
It's slow,
  }}
  }}
  }} <br>
  }} <br>
Line 865: Line 881:
|image= MVC2 Akuma Gohadoken 01.png
|image= MVC2 Akuma Gohadoken 01.png
|image2= MVC2 Akuma Gohadoken 02.png
|image2= MVC2 Akuma Gohadoken 02.png
|imageSize2= 100x100px
|caption2= Type α
|caption2= Type α
|name= Projectile Type
|name= Projectile Type
Line 882: Line 899:
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= HP Gohadoken. Variable counter is also HP Gohadoken. Variable Combination super is Messatsu Gou Hadou.
  |description= HP Gohadoken. Variable counter is also HP Gohadoken. Variable Combination super is Messatsu Gou Hadou.
Decent projectile.
  }}
  }}
  }}<br>
  }}<br>
Line 906: Line 921:
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= HP Goshoryuken. Variable counter is also HP Goshoryuken. Variable Combination super is Messatsu Gou Shouryuu.
  |description= HP Goshoryuken. Variable counter is also HP Goshoryuken. Variable Combination super is Messatsu Gou Shouryuu.
Nice anti-air.
  }}
  }}
  }}<br>
  }}<br>
Line 930: Line 943:
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= HK Tatsumaki Zankuu Kyaku. Variable Counter is also HK Tatsumaki Zankuu Kyaku. Variable Combination super is Messatsu Gou Rasen.
  |description= HK Tatsumaki Zankuu Kyaku. Variable Counter is also HK Tatsumaki Zankuu Kyaku. Variable Combination super is Messatsu Gou Rasen.
 
|descrotion2= Useful for combo extension.
Useful for combo extension.
  }}
  }}
  }}<br>
  }}<br>
Line 941: Line 953:


{{MoveData
{{MoveData
|image=
|image= MVC2 Akuma Ashura Warp 01.png
|caption=You can't hit him out of this once it starts
|image2= MVC2 Akuma Ashura Warp 02.png
|caption=Moving
|caption2=Startup
|name= Ashura Warp
|name= Ashura Warp
|linkname=  
|linkname=  
|input= 241 + PP/KK or 623 + PP/KK // {{dp}} or {{rdp}} + {{lp}}+{{hp}} or {{lk}} + {{hk}}
|input= 241 + PP/KK or 623 + PP/KK // {{dp}} or {{rdp}} + {{lp}} + {{hp}} or {{lk}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 958: Line 972:
  |Adv. Guard=   
  |Adv. Guard=   
  |Adv. Pushblock=   
  |Adv. Pushblock=   
  |description= Full invincible during startup and movement
  |description= Full invincible during startup and movement.<br>
the stick input determines the direction- {{dp}} goes forward and {{rdp}} goes backward<br>
PP goes behind your opponent, but KK goes a short distance in either direction
  }}
  }}
  }}<br>
  }}<br>

Latest revision as of 19:32, 28 September 2022

Akuma

MVC2 akuma art.png

Introduction

Mastering the Dark Hado wasn't enough for him- Akuma now seeks the mightiest opponent on the battlefield of Marvel vs Capcom 2! Generally, Akuma's considered a lower-middle tier character in this game, but don't write him off. Like many of his other appearances, Akuma is a character of extremes. On one hand, Akuma has a very capable offense. He's got a kit of good shoto normals, as well as useful special moves and supers, a number of which are air-enabled. To balance this offensive flexibility out, however, his defensive ability is pretty bad. He has close to the worst vitality in Marvel vs Capcom 2, so it is very important that you not get hit. He's not as easy to kill as, say, Phoenix is in Marvel vs. Capcom 3, but he's gonna die if you get caught in a combo. He still has special moves like a teleport and a divekick he can use to stay slippery, but he really needs to get into the opponent's face and stay there to be effective. Thankfully, you can bring in assists to help with covering his weak points, so if he sounds appealing, he may make a good addition to your team.

TODO: Add frame data, as well as missing sprites

Gameplay

Akuma is a brutal offensive presence who can use his variety of powerful specials to keep the opponent guessing. His main weaknesses are his dangerously low stamina and his lack of range outside fireballs and beams.

Strengths Weaknesses
  • Very nice offensive toolkit- plenty of fast and powerful moves, although they lack range outside the projectiles
  • Very damaging Level 3 super- the Raging Demon does a lot of damage when you can land it
  • Five super moves total, all of them allowing for some big damage
  • Above average mobility- good wavedash, as well as a quick teleport and a divekick give him some ways to stay slippery
  • Terrible defense- he takes significantly more damage from attacks than most of the cast does, so you'd best not let him get combo'd
  • Overall lacks range on his attacks- his normals are pretty stubby, so he has to use his projectiles and mobility to compensate
  • Struggles against strong zoning. Not completely helpless against it, but his options for evading it are kind of limited.
  • Needs to remain on offense to have a chance at winning- he can't turtle very well
  • Raging Demon is quite slow to come out, even though it hurts when it hits

Character Summary

Special Moves

Gohadoken (Fireball)
  • Qcf.png + Lp.png
Zankuu Hadoken (Air fireball)
  • Qcf.png + Lp.png / Hp.png (Aironly.png)
Goshoryuken (Dragon Punch)
  • Dp.png + Lp.png / Hp.png (Airok.png)
Tatsumaki Zankuu Kyaku (Hurricane Kick)
  • Qcb.png + Lk.png / Hk.png (Airok.png)
Tenma Kyuujin Kyaku (Divekick)
  • Qcf.png + Lk.png / Hk.png (Aironly.png)
Jigoku Guruma (Command Throw)
  • Hcb.png + Hk.png (close)
Ashura Senkuu (Teleport)
  • Dp.png or Rdp.png + Lp.png + Hp.png or Lk.png +Hk.png
Super Moves

Messatsu Gou Shouryuu (Shoryuken super)
  • Qcf.png + Lp.png + Hp.png
Messatsu Gou Rasen (Hurricane kick super)
  • Qcf.png + Lk.png + Hk.png
Tenma Gou Zankuu (Air fireballs)
  • Qcf.png + Lp.png + Hp.png (Mashable)
Messatsu Gou Hadou (Beam super)
  • Qcb.png + Lp.png + Hp.png
Shun Goku Satsu (Raging Demon)
  • Lp.png, Lp.png, F.png Lk.png, Hp.png
Assist Types

Type α - Projectile Type
  • Assist: Hp.png Gohadoken
  • Counter: Hp.png Gohadoken
  • Combination: Messatsu Gou Hadou
Type β - Anti-air Type
  • Assist: Hp.png Goshoryuken
  • Counter: Hp.png Goshoryuken
  • Combination: Messatsu Gou Shouryuu
Type γ - Expansion Type
  • Assist: Hk.png Tatsumaki Zankuu Kyaku
  • Counter: Hk.png Tatsumaki Zankuu Kyaku
  • Combination: Messatsu Gou Rasen

Moves List

Normal Moves

Ground Normals

Light Punch
5LP // Lp.png
MVC2 Akuma 5LP.png
Damage Startup Active Recovery Guard
4 5 4 4 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Quick punch, low range and damage with good speed



Medium Punch
5MP // Mp.png
MVC2 Akuma 5MP.png
MVC2 Akuma 5MP 2.png
Damage Startup Active Recovery Guard
7 4 8 15 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Chain, Special, Super - - -


Heavy Punch
5HP // Hp.png
MVC2 Akuma 5HP.png
Damage Startup Active Recovery Guard
13 6 9 17 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
None Special, Super - - -


Light Kick
5LK // Lk.png
MVC2 Akuma 5LK.png
Kick
Damage Startup Active Recovery Guard
13 7 11 7 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
HL Chain, Special, Super - - -


Heavy Kick
5MK // Mk.png
MVC2 Akuma 5MK.png
Kick
MVC2 Akuma 5MK 2.png
Damage Startup Active Recovery Guard
13 10 9 8 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Heavy Kick
5HK // Hk.png
MVC2 Akuma 5HK.png
Kick
Damage Startup Active Recovery Guard
13 10 9 8 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -


Crouching Light Punch
2LP // D.png + Lp.png
MVC2 Akuma 2LP.png
Caption
Damage Startup Active Recovery Guard
4 4 5 5 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Quick low move, good up close


Crouching Medium Punch
2MP // D.png + Mp.png
MVC2 Akuma 2MP.png
Caption
Damage Startup Active Recovery Guard
7 5 5 9 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Crouching Heavy Punch
2HP // D.png + Hp.png
MVC2 Akuma 2HP.png
Punch them into the air
Damage Startup Active Recovery Guard
7 5 13 12 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Crouching Light Kick
2LK // D.png + Lk.png
MVC2 Akuma 2LK.png
Low kick
Damage Startup Active Recovery Guard
13 5 7 5 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Crouching Medium Kick
2MK // D.png + Mk.png
MVC2 Akuma 2MK.png
Low kick, now with more range.
Damage Startup Active Recovery Guard
13 6 7 9 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -



Crouching Heavy Kick
2HK // D.png + Hk.png
MVC2 Akuma 2HK.png
Knocks down, of course!
Damage Startup Active Recovery Guard
13 6 7 9 L
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -


Air Normals

Air Light Punch
j.LP // Jump + Lp.png
MVC2 Akuma J.LP.png
One punch.
Damage Startup Active Recovery Guard
4 8 11 1 High
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Quick air normal



Air Medium Punch
j.MP // Jump + Mp.png
MVC2 Akuma J.MP.png
Another punch.
Damage Startup Active Recovery Guard
7 6 10 1 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Aironly.png Chain, Special, Super - - -

text


Air Heavy Punch
j.HP // Jump + Hp.png
MVC2 Akuma J.HP.png
Sends them down if they're in the air.
Damage Startup Active Recovery Guard
13 9 7 5 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Helpful for building meter- usable several times in a super jump


Air Light Kick
j.LK // Jump + Lk.png
MVC2 Akuma J.LK.png
Big knee
Damage Startup Active Recovery Guard
4 8 11 1 -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Air Medium Kick
j.MK // Jump + Mk.png
MVC2 Akuma J.MK.png
.
Damage Startup Active Recovery Guard
7 10 8 10 High
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -


Air Heavy Kick
j.HK // Jump + Hk.png
MVC2 Akuma J.HK.png
.
Damage Startup Active Recovery Guard
13 8 7 9 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -


Command Normals

Forward Heavy Punch
6HP // F.png + Hp.png
MVC2 Akuma 6HP.png
Karate chop
MVC2 Akuma 6HP 2.png
Damage Startup Active Recovery Guard
4+6 27 17 9 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Template:Overhead None - - -

A slow karate chop that works as an overhead. Blockable on reaction and unable to cancel into anything else afterward, so be sure you'll hit before you throw this one.


Forward Heavy Kick
6HK // F.png + Hk.png
MVC2 Akuma 6HK.png
Hop kick
Damage Startup Active Recovery Guard
7 19 17 5 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Useful for putting your opponent in position for his air fireball super during an air combo.


Air Up Medium Kick
j.8MK // Jump + U.png + Mk.png
MVC2 Akuma J.8MK.png
Smaller, but higher hitbox than your normal j.MK
Damage Startup Active Recovery Guard
7 5 17 5 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Chain, Special, Super - - -

Useful for putting your opponent in position for his air fireball super during an air combo.



Air Up Heavy Kick
j.8HK // Jump + U.png + Hk.png
MVC2 Akuma J.8HK.png
Different hitbox, same good damage
Damage Startup Active Recovery Guard
12 13 7 10 H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Special, Super - - -

Flows from j.8MK pretty well.


Universal Mechanics

Launcher
3HP // Df.png + Hp.png
MVC2 Akuma 2HP.png
Akuma's universal launcher
Damage Startup Active Recovery Guard
13 5 13 12 HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Template:Launcher Super Jump, Chain, Special, Super - - -

text


Special Moves

Gohadoken
236 + P // QCF+P // Qcf.png + P.png
MVC2 Akuma Gohadoken 01.png
MVC2 Akuma Gohadoken 02.png
It's not that color in-game, but the hitbox is the same
Damage Startup Active Recovery Guard
14 (both versions) - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- Super - - -

text


Zankuu Hadoken
236 + P // QCF+P // Qcf.png + P.png
MVC2 Akuma Zankuu Hadoken 01.png
MVC2 Akuma Zankuu Hadoken 02.png
Damage Startup Active Recovery Guard
13 (both versions) - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Aironly.png Super - - -

text


Goshoryuken
623 + P // F,D,DF+P // Dp.png + P.png
MVC2 Akuma Goshoryuken 01.png
MVC2 Akuma Goshoryuken 02.png
MVC2 Akuma Goshoryuken 03.png
MVC2 Akuma Goshoryuken 04.png
Makes you invincible, like a SRK should do
Damage Startup Active Recovery Guard
19 (light) / 16 + 4 + 4 (heavy, 3 hits) - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Airok.png Super - - -

text


Tatsumaki Zankuu Kyaku
214 + K // Qcb.png + K.png
MVC2 Akuma Tatsumaki Zankuu Kyaku 01.png
MVC2 Akuma Tatsumaki Zankuu Kyaku 02.png
MVC2 Akuma Tatsumaki Zankuu Kyaku 03.png
MVC2 Akuma Tatsumaki Zankuu Kyaku 04.png
Pretty good.
Damage Startup Active Recovery Guard
6 x 3 (light) / 5 + 5 + 5 + 4 + 4 (heavy) - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Airok.png Super - - -

Like most of his other appearances, this move pops the opponent up for some minor juggles. Can lead into his air fireball super if it hits.


Tenma Kuujin Kyaku
236 + K // Qcf.png + K.png
MVC2 Akuma Tenma Kuujin Kyaku 01.png
Makes you fall very quickly
Damage Startup Active Recovery Guard
12 (light) / 18 (heavy, all hits) - - - H
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Aironly.png None - - -

Akuma drops like a brick when you use this, so it can be useful for dodging stuff.


Jigoku Guruma
63214 + HK // Hcb.png + Hk.png
Damage Startup Active Recovery Guard
16 - - - N/A
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Command throw. Doesn't have a whiff animation. Because it shares part of the motion with your Tatsumaki Zankuu Kyaku, it can be used as an option select up close.


Hyper Combos

Messatsu Gou Shouryuu
236 + PP // Qcf.png + Lp.png + Hp.png
MVC2 Akuma Messatsu Gou Shouryuu 01.png
MVC2 Akuma Messatsu Gou Shouryuu 02.png
MVC2 Akuma Messatsu Gou Shouryuu 03.png
MVC2 Akuma Messatsu Gou Shouryuu 04.png
Akuma's version of the Shoryu Reppa
Damage Startup Active Recovery Guard
41 max - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- No - - -


Messatsu Gou Hadou
214 + PP // Qcb.png + Lp.png + Hp.png
MVC2 Akuma Messatsu Gou Hadou 01.png
MVC2 Akuma Messatsu Gou Hadou 02.png
MVC2 Akuma Messatsu Gou Hadou 03.png
This is the beam hitbox- it's a bunch of these that overlap
MVC2 Akuma Messatsu Gou Hadou 04.png
Hitbox closest to his hands- not optimal
Damage Startup Active Recovery Guard
45-51 if all hits connect - - - HL
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Slow startup, but great range.


Messatsu Gou Rasen
214 + KK // Qcb.png + Lk.png + Hk.png
MVC2 Akuma Messatsu Gou Rasen 01.png
MVC2 Akuma Messatsu Gou Rasen 02.png
MVC2 Akuma Messatsu Gou Rasen 03.png
MVC2 Akuma Messatsu Gou Rasen 04.png
Rising blender kick- Shinryuken with kicks instead of a punch
Damage Startup Active Recovery Guard
45 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Really good corner carry on the last hit- sends them flying


Tenma Gou Zankuu
236 + PP // Qcb.png + Lp.png + Hp.png
MVC2 Akuma Tenma Gou Zankuu 01.png
MVC2 Akuma Zankuu Hadoken 01.png
MVC2 Akuma Zankuu Hadoken 02.png
Made up of lots of these.
Damage Startup Active Recovery Guard
45-46 (varies) - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Aironly.png - - - -

Useful as a combo ender- you can land it after a Tatsu or after an air combo, for example



Shun Goku Satsu (Raging Demon)
5LP, 5LP, 6, 5LK, 5HP // Lp.png , Lp.png , F.png , Lk.png , Hp.png
MVC2 Akuma Shun Goku Satsu 01.png
I still have more!
Damage Startup Active Recovery Guard
70 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Grab, Level 3 - - - -

Slow to come out, but does very nice damage if you hit.
It's slow,


Variable Assists

Projectile Type
A1 // A2
MVC2 Akuma Gohadoken 01.png
MVC2 Akuma Gohadoken 02.png
Type α
Damage Startup Active Recovery Guard
13 - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

HP Gohadoken. Variable counter is also HP Gohadoken. Variable Combination super is Messatsu Gou Hadou.


Anti-Air Type
A1 // A2
MVC2 Akuma Goshoryuken 03.png
Type β
Damage Startup Active Recovery Guard
24 (total) - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

HP Goshoryuken. Variable counter is also HP Goshoryuken. Variable Combination super is Messatsu Gou Shouryuu.


Expansion Type
A1 // A2
MVC2 Akuma Tatsumaki Zankuu Kyaku 02.png
Type γ
Damage Startup Active Recovery Guard
23 (total) - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

HK Tatsumaki Zankuu Kyaku. Variable Counter is also HK Tatsumaki Zankuu Kyaku. Variable Combination super is Messatsu Gou Rasen.


Taunt

Other

Ashura Warp
241 + PP/KK or 623 + PP/KK // Dp.png or Rdp.png + Lp.png + Hp.png or Lk.png + Hk.png
MVC2 Akuma Ashura Warp 01.png
Moving
MVC2 Akuma Ashura Warp 02.png
Startup
Damage Startup Active Recovery Guard
0 (no hitbox) - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Full invincible during startup and movement.
the stick input determines the direction- Dp.png goes forward and Rdp.png goes backward
PP goes behind your opponent, but KK goes a short distance in either direction




Game Navigation

General
FAQ
Controls
System
HUD
Glossary
Esoterics
Metagame
Tiers
Teams
Characters (New Pages)
Storm
Sentinel
Magneto
Cable
Cyclops
Captain Commando
Juggernaut
Akuma
Dan
Silver Samurai
Venom
Thanos
Amingo
Characters (Updating)
B.B.Hood
Blackheart
Dhalsim
Ryu
Iron Man
Omega Red
Characters (Old Pages)
War Machine
Psylocke
Strider
Tron Bonne
Spiral
Doctor Doom
Hulk
Servbot
Anakaris
Hayato
Colossus
M.Bison
Morrigan
Ruby Heart
Sakura
Ken
SonSon
Zangief
Felicia
Cammy
Chun-Li
Guile
Charlie
Jill
Mega Man
Jin
Captain America
Gambit
Iceman
Marrow
Rogue
Sabretooth
Shuma-Gorath
Spiderman
Wolverine - Bone
Wolverine - Claw
Roll